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Home, items and economy
Supply, Imprints, gear, services, home duties and the home-and-outing loop.
Content checked 2 November 2026
Arborwake has one simple loop: outings bring rewards home, and home prepares you for the next outing. You earn Supply on outings and spend it on services and building. Side stories give Imprints, small passive keepsakes you equip at Hearth. Residents look after home duties by themselves while you are away, and you come back to some strain that needs care.
- Calming visitAn Apothecary service in which an anchored astrocyte's process reaches up through an opening at Hearth and calms every resident.In the alpha
- Clear IntervalMote's Imprint, which shows a lingering response's full fade timer and keeps it readable one round longer.In the alpha
- Companion stressA 0–4 level on each microglial resident that rises only from play, never from time, and never causes permanent harm.In the alpha
- EconomyAn overview of how Supply, finds, outings, home buildings and services fit together, with the design rules that stop farming.In the alpha
- EnduranceThe outing budget: 6 points from home, 1 spent per room, restored fully only at home.In the alpha
- Field gearOne-use items from the Workshop that you carry in a two-slot satchel and use once per outing as a bonus action.In the alpha
- Full LengthWick's Imprint, which makes the Ranger's Support count twice in tract preparation at the cost of weaker Care.In the alpha
- Hearth strainA 0–4 bar for how hard the home was worked while the Ranger was away; at 4 the next home disturbance overreacts, but nothing locks.In the alpha
- Home dutiesThe watches and contacts that residents hold at Hearth; cover is arranged automatically at departure, and each duty is covered, stretched or a gap.In the alpha
- ImprintsSeven passive keepsakes, each earned once by finishing a resident's side story and equipped at home before an outing, like Hades keepsakes.In the alpha
- Known TurnsFen's Imprint, which gives an extra move when a turn starts on a tile already stood on, at the cost of reach in round 1.In the alpha
- Quiet HandoffPip's Imprint, which makes a paid Call answer in the same round at the cost of weaker Care.In the alpha
- Recovery parcelA removed piece of field gear that carried recovery into rooms; the user ruled that calming signals cannot be bottled, and supported ground replaced it.Retired
- RecruitmentHow companions join: only by completing a quest step in their side story, never through a menu, button, shop or the podium; one companion per outing.In the alpha
- RestA paid Apothecary service during an outing that restores 2 endurance, never above 4, once per outing; it replaced resting at Starwell and the Depot.In the alpha
- Services v3Version 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.In the alpha
- Shared BoundaryAster and Vessa's Imprint, which shows visible telegraphs one round earlier at the cost of one move in the first round.In the alpha
- SupplyArborwake's one currency, carried as cargo in the field and banked at home, spent on home buildings, gear, provisions and Apothecary services.In the alpha
- Survey ribbonOne-use Workshop field gear that sweeps 3 tiles around the Ranger for anything hidden, as a bonus action for any class.In the alpha
- The Space BetweenNell's Imprint, which keeps the "working again" sign readable one round longer but forbids Caring the same connection twice in a row.In the alpha
- Ward stakeOne-use Workshop field gear that wards a single tile for one round, as a bonus action for any class.In the alpha
- Within ReachStella's Imprint, which makes Care stronger on supported ground and slightly weaker elsewhere.In the alpha
- Workshop toolsThree permanent Workshop tools (Steady grip, Quick hands, Reaching frame), each a sidegrade; one is fitted at a time.In the alpha